[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Did I read in another thread you're thinking of adding the Papal States? That would be amazing, especially if you can come up with or borrow some of the special mechanics from RFCE :D
 
Did I read in another thread you're thinking of adding the Papal States? That would be amazing, especially if you can come up with or borrow some of the special mechanics from RFCE :D
The Papal States was a crazy idea I had a while back that Leoreth convinced me was largely pointless. Though if anyone could make a case for adding them, I'd gladly do so.

But why Viking spawns in 790ad? Also a BiT feature? [/SPOILER]

Yep, Bits of Tales feature. As this is a Community Mod Compilation, I like to include every idea and mod the community has made if possible. As such, the changes made by citis' bits of tales mod is no more important than your suggestions, and if anyone would wish to see a change, all they have to do for it to be considered is give a convincing reason.
 
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Well, although I know this idea has been (almost?) shunned before, here's how I see it

Spawning at 750 AD in Rome, or later if Rome is still around (but as soon as it collapses). It would be amazing if the civ can spawn as a vassal of whoever (French? Holy Romans? Byzantines?) is holding the city, unless it's independent. Rome should be the core, historical territory in central Italy (but not Florence) or a small patch in central Italy and a one tile for Avignon (or Marseille or Lyons, alternatively).

UP: Diplo bonus with civs depending on % of catholicism in their territory and if catholicism is a state religion + only needs one church to build cathedral, increased limit (5? 6?) of active missionaries at a time

UHV1: Build the apostolic palace, the sistine chapel, and the catholic shrine in Rome
UHV2: Secure Jerusalem for a catholic civ for X turns without attacking the city or the city owner's units yourself
UHV3: Achieve x amount of culture and wealth in catholic cities (no end-date), where cities with multiple religions only account for half, a third, etc, of their culture and wealth towards the goal

The case to include is to provide a different gameplay experience and increase action in Italy during the Middle Ages. Currently, between the fall of Rome and the birth of the Italian civ, Italy is just up for grabs, and Rome is a very powerful area that just ends in the hands of the French or the Germans. Northern and southern Italy (Milan and Naples) are fine if they end up in the hands of others, but Rome shouldn't. Having Rome as a civ should be a better challenge for the Italians (human or AI) to take it when they spawn later on.

As for the player, this should be a highly diplomatic gameplay with little territorial expansion. The player should balance culture, evangelization, and persecution (for UHV3), as well as managing the treasury and broking deals to achieve diplomatic goals (aided by the apostolic palace - collecting tithe and giving out gift to expand its influence), and should focus less on actual territorial expansion. What I'm not sure about is how to include espionage to the mix, as I think that should also be a prominent part of the gameplay. The Papal States were never an empire, but we have some civs in the game that weren't either (including Israel here) or that expanded minimally (eg, Korea, the Mayans) and that doesn't make them less interesting. On the contrary, I think the variety of gameplay options enriches the game!

What do other people think?
 
The Papal States take what is an essential city that needs to chart history with being directly controlled by outside states (therefore establishing the sort of frontrunner in Europe) and leaves it stranded under a single city civ imo.
 
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NEW UPDATE

New Civ: Assyria

UP: The Power of Rebuilding (Tentative Name) - Buildings are not destroyed in conquered cities. (Tentative Description) (Credit to @Steb)
UU: Battering Ram - Replaces Catapult -1 Strength Unlocked at Leverage (2 Tiers Early) (credit for idea of a siege UU to @Steb, credit for assets to @Amra)
UB: Garden - Replaces Amphitheater +2 Health (Already in game)

Core: Babylonia, Susa, and Assur (Ninua) (Credit to @Steb)
Leaderheads: Ashurbanipal (Credit for assets to @Methyl Orange)

UHV1: Four Corners of the World (Credit to @Steb)
Control Mesopotamia, Elam, the Levant, and Uratu in 1300 BC

UHV2: Palace Without Rival (Credit to @Steb)
Build the Hanging Gardens and Library of Ashurbanipal by 650 BC

UHV3: Infrastructure (I didn't want another war UHV, so I did some research and found that they were well known for their indoor plumbing, gardens, and aqueducts)
Build 5 Aqueducts, 3 Gardens, and 2 Baths by 600 BC

New Wonder: Library of Ashurbanipal

(Credit for asset to @Amra [I think])
Costs 250 +6 Culture +2 GS GPP
Upon conquering a city, gain science equal to the former owner's local culture.
Obsoletes at Paper Requires Paganism

Rebalanced Ancient era modifiers
Babylonia, Harappa, and Assyria are no longer science powerhouses

Removed Assyrian barbs for obvious reasons

Next few updates will probably focus on post Assyrian addition balancing, bugfixes, and eventually the addition of the Hittites to the game.
 
New Update

Applied German Spawn Capital Move Code to all civs.

Will take and upload some pictures of AI Assyria soon.
 
Can you find a way to code in the thing that lets you see which parts of the map are part of UHV areas in the little hover-over tooltip? It would be handy for the new civs lol
 
New Update

Applied German Spawn Capital Move Code to all civs.

Instead of 8 if-statements, you can use the utils.getSurroundingPlots() function. Then you only need 3 lines.

Your code:
Code:
            if gc.getMap().plot(x, y-1).isCity():
                lCities.append(gc.getMap().plot(x, y-1).getPlotCity())
            if gc.getMap().plot(x-1, y-1).isCity():
                lCities.append(gc.getMap().plot(x-1, y-1).getPlotCity())
            if gc.getMap().plot(x-1, y).isCity():
                lCities.append(gc.getMap().plot(x-1, y).getPlotCity())
            if gc.getMap().plot(x-1, y+1).isCity():
                lCities.append(gc.getMap().plot(x-1, y+1).getPlotCity())
            if gc.getMap().plot(x, y+1).isCity():
                lCities.append(gc.getMap().plot(x, y+1).getPlotCity())
            if gc.getMap().plot(x+1, y+1).isCity():
                lCities.append(gc.getMap().plot(x+1, y+1).getPlotCity())
            if gc.getMap().plot(x+1, y).isCity():
                lCities.append(gc.getMap().plot(x+1, y).getPlotCity())
            if gc.getMap().plot(x+1, y-1).isCity():
                lCities.append(gc.getMap().plot(x+1, y-1).getPlotCity())

My suggestion:
Code:
            for (i, j) in utils.surroudingPlots((x, y)):
                if gc.getMap().plot(i, j).isCity():
                    lCities.append(gc.getMap().plot(i, j).getPlotCity())
 
Instead of 8 if-statements, you can use the utils.getSurroundingPlots() function. Then you only need 3 lines.
Did not know about that, AMAZING!

Can you find a way to code in the thing that lets you see which parts of the map are part of UHV areas in the little hover-over tooltip? It would be handy for the new civs lol

I'll see what I can do. If anyone knows how to do this, help would be appreciated.
 
NEW UPDATE

Fixed Capital Move City and Empire Names

Improved Capital Move Code
 
Look into ScreensInterface.py
 
Quickly played through an early Assyrian game, got through to the end of UHV 1 without much difficulty so far. About to reach the deadline for UHV 2 without meeting it. Just some notes/observations:

1. I feel like having Assyria spawn at the same time as Babylon makes it way too easy for one to steamroll the other, and also forces early conquest to just be spamming militia and not much else. Having them spawn some time around 3000-2500 BCE would probably better, as you can use battering rams early on in all of your conquests! Plus that way player Babylon can prepare, and there will be an actual challenge for Player Assyria in taking them.

2. I would consider undoing the super early spawn of Judaism, as it just inconveniences the player in a not-fun way more than anything else.

3. Getting all the techs you need to both conquer the world, build the buildings you need, and nab the wonders in a quick fashion is a bit overly-ambitious. IMO a later start would also help with that
 
Quickly played through an early Assyrian game, got through to the end of UHV 1 without much difficulty so far. About to reach the deadline for UHV 2 without meeting it. Just some notes/observations:

1. I feel like having Assyria spawn at the same time as Babylon makes it way too easy for one to steamroll the other, and also forces early conquest to just be spamming militia and not much else. Having them spawn some time around 3000-2500 BCE would probably better, as you can use battering rams early on in all of your conquests! Plus that way player Babylon can prepare, and there will be an actual challenge for Player Assyria in taking them.

2. I would consider undoing the super early spawn of Judaism, as it just inconveniences the player in a not-fun way more than anything else.

3. Getting all the techs you need to both conquer the world, build the buildings you need, and nab the wonders in a quick fashion is a bit overly-ambitious. IMO a later start would also help with that
Good points. I've noted that spawning civs with Archers usually prevents the Militia spam strategy, though the idea of starting Assyria a bit later is interesting and would help represent their rise following the collapse of the Akkadian empire.
 
Good points. I've noted that spawning civs with Archers usually prevents the Militia spam strategy, though the idea of starting Assyria a bit later is interesting and would help represent their rise following the collapse of the Akkadian empire.
Not if you spam enough of them :lol:
 
NEW UPDATE

Assyria now spawns in 2500 BC

Babylon now starts with Uruk, because the AI never bothered to take it in a timely manner.

Slightly tweaked Assyrian Modifiers

I'm going to test the Assyrians and post some pictures of the results.
 
Tiny Update

Removed Independents from Ninua upon Assyrian spawn

Starting my playthrough right now
 
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